Name: Draerngromlaes Hundathrim
Class: Beastmaster/Warrior
Background: Soldier
Age: 47
StatsSTR: 10
DEX: 16
CON: 12
INT: 6
WIS: 14
CHA: 7
Attack Bonus: 3
Hit Points: 28/28
Effort: 3/3
AC: 12
Experience: 15
SkillsExert-1
Notice-1
Ride-0
Shoot-1
Sneak-1
Stab-0
Survive-2
Work-0 (tanner)
FociAlert-1- Gain Notice as a bonus skill.
- You cannot be surprised, nor can others use the Execution Attack option on you.
- If the GM rolls initiative by sides, you can add a +1 bonus to your side’s initiative roll, though multiple Alert PCs don’t stack this bonus.
- If you roll initiative individually, you can roll it twice
and take the better result.
Deadeye-1- Gain Shoot as a bonus skill.
- You can Ready a Stowed ranged weapon as an Instant action.
-You may use a bow or two-handed ranged weapon even when an enemy is within melee range, albeit at a -4 hit penalty.
- You may add your Shoot skill level to a ranged weapon’s damage roll.
Trapmaster-1- Gain Notice as a bonus skill.
- Once per scene, reroll any failed saving throw or skill check related to traps or snares.
- Given five minutes of work you can trap a portal, container, passageway, or other relatively narrow space with foot snares, caltrops, toxic needles, or other hazards. Non-lethal traps cause the first victim to trigger it to lose a round of actions while dangerous ones inflict 1d6 damage plus twice the character’s level, with an appropriate saving throw for half. Only one such improvised trap can be maintained at a time. More fearsome traps may be laid with congenial circumstances and the GM’s permission.
Arts Bind Companion With a day’s work in a location you can find and bind a suitable animal companion. If looking for a particular type of companion, it must be found in the area and may require a Wis/Survive skill check at a difficulty of 10 or more if it’s a particularly rare creature. If you encounter a suitable animal on an adventure, you may bind it as a Main Action, with the creature allowed a Mental saving throw to resist and becomes impervious to your powers. You may release a companion as a Main Action if you no longer wish its service or want to bind a different beast.
Beast Ward Commit Effort as an On Turn action. So long as the Effort remains Committed, the Beastmaster will not be attacked by unintelligent beasts unless the beast is commanded to do so by its master, the beast is starving, or the Beastmaster or their allies performs some hostile act against it. Once the ward ends or is broken, it cannot be reestablished in the same scene. Magical beasts and those trained specifically as guardians of an area get a Mental save to resist this power.
Mind CallCommit Effort for the scene as an On Turn action. For the rest of the scene you forge a telepathic bond with your animal companion. You can give it orders and receive information from the creature, at least insofar as its limited intellect allows.
Savage Senses Commit Effort for the scene as an On Turn action. For the remainder of the scene you are capable of seeing clearly even in pitch blackness, can scent out trails and belongings as perfectly as a wolf could, and gain a +2 bonus on all Notice skill
checks involving sight, sound, or smell.
SavesPhysical: 12
Mental: 11
Evasion: 11
LanguagesLlaigisan
Trade Cant
EquipmentBuff Coat (AC 12) 0
Bow, Large (1d8 damage, no Shock) 2
20 arrows & quiver 1
Dagger (1d4 dmg, Shock 1/AC 15) 1
Hand Axe (1d6 dmg, Shock 1/AC 15) 1
Backpack 1
Cooking utensils and 1 week of rations 5 total
Waterskin 1
Tinder box and 3 torches 1
Credits: 20sp
Background:
Once a soldier in Llaigis, Draern got disillusioned by the pointlessness of the fighting and deserted into the Wilderness where he deepened his bond with nature and lives of the land since.
He is a tall, gruff man, bearded, with long unkempt hair. Clad in leather and fur his appearance is one of a wild man that tends to let people make an arc around him.
Not being a very social man, Draern is not unhappy about this fact.
But to those that get to know him, he is known as friendly and loyal to the end.